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<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"><i>Originally posted by Antony Barlow</i>
I would argue that we <b>should</b> think of melee as hand to hand combat, or more accurately the imminent threat of it. To equate melee (in game terms) with close range musketry threatens to obscure and downplay the reality of opposing formations actually intending to close with cold steel. I prefer to see melee as an attacking formation weathering the defensive fire of the defending battleline and still having enough coherence and momentum to close the final few yards and make contact with the enemy with bayonet. We can consider some of the casualties (in game terms) as attributed partially to final bursts of fire if we wish, but for it to be a melee the intent is to physically clash with the enemy and drive them off or destroy them through directed mass and ferocity - and the sharpshooting of skirmishers does not fit this image. Of course actual contact was rare due to the very fear of such a brutal clash, but this is the essence of melee. Either the attacker loses confidence and the attack is repulsed, or the defenders decide they want none of it and break.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
That is exactly what I mean. There is no hand to hand combat per se. One side closes on the other and as they do so, musketry ensues at very close quarters and the defenidng side either gives ground or not at the risk of coming to blows. I refer to it as close range musketry because casualties have been incurred from some source, and we seem to be agreed that it was not hand to hand combat since bayonnets were rarely crossed. I do not hold with the spontaneous heart-attack theory [;)]
In the case of skirmisher vs battalion, the battalion can not lose, unless it is a very small residue, but that is not what we are talking about here. It represents the skirmishers getting too close, sometimes being able to disorder the battalion, (about one time in four with no penalties), but always themselves taking fatigue (3 points) gaining disorder and incurring casualties, (ie getting the worst of it). But at no time can this close approach of the skirmish line cause a battaliion to withdraw through melee - unless players are stacking large numbers of skirmishers to a hex.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote"> We certainly see this with cavalry charges and melee against infantry, although of course the infantry can't outrun the sabres if they don't stand!<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Cavalry attacking has to involve some element of hand to hand or hoof to head combat as cavalry did not generally have a ranged weapon for use on the charge. Their casualties from melee though were still more likely to be incurred from musketry from a battalion as they closed.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">Of course preliminary bombardment, the action of offensive and defensive skirmishing, and the delivery of volleys by the formed units prior to them closing are crucial in disordering and shaking the morale of either side, or of settling the issue without any intended contact (of course effective musketry was a dreadful thing too!), but the melee itself should be viewed as the threat of actual brutal hand to hand fighting, and not the fire combat which precedes it, in my opinion.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
Agreed, except as the forces close towards hand to hand combat that does not occur, casualties are taken. This can only happen as muskets are discharged, think of it as one side holding their fire before that final volley a little longer than the other and inflicting more caualties as a consequence and winning the 'melee' (stopping the advance or causing the defending units to fall back).
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">In game terms we have all these ingredients without making fire combat and melee combat mean the same thing. Rather they are two complementary actions, the possibility of melee being aided by the success of the fire combat, or being abandoned as a result of the defensive fire getting the upper hand and the failure of any offensive fire.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
For infantry it has to be the same thing, otherwise, casualties are not taken from the threat of something, otherwise each time you change formation in a threat zone you should incur casualties. They die because of ranged fire or hand to hand combat. Hand to hand combat was rare between infantry formations. Normal fire in the game is represented by 15 minute fire phases, or two 7.5 minute phases as you choose to see it, conducted at ranges of 1-200 metres. Casualties are appropriate to the number of musket discharges and the time scale. The close quarters ranged fire that melee represents is one volley, as the units close, inflicting a propotionately much higher number of casualties than the ranged fire due to the proximity.
It can be seen as the skirmishers coming too close to their quarry and battalions 'automatically' driving them back, if you prefer.
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">The separation of fire/missile combat and melee combat is or course more distinct if you look at early eras of warfare - phalanxes, shieldwalls, spears, pikes, etc. Or think of the Romans throwing their pila and then charging, the one being just a preliminary to the other.<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
The difference is that the Romans had a limited stock of ranged weapons, so were going to have to close for hand-to-hand fighting. Put a musket in a man's hand and he has a tendency to use it as a musket rather than as a spear or a club[;)]
<blockquote id="quote"><font size="3" face="book antiqua" id="quote">quote:<hr height="1" noshade id="quote">It's a fascinating topic and I admit that simulating the reality of combat with such an abstract gaming system is bound to throw up questions and be open to interpretation. The above is just the way I like to visualise it[:)]<hr height="1" noshade id="quote"></blockquote id="quote"></font id="quote">
It certainly is and there is nothing wrong with the way you visualise it
Regards
Mark
VII Corps
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